Posts tagged “Raphaël”

      Raphaël is a JavaScript library for working with vector graphics.

Make No Wonder – Footprints and Fog

Summer seems to be wrapping up quickly, although it’s been a wonderful late August here in western Newfoundland. I’ve been making a ton of progress on my summer game project, Make No Wonder, and have been meaning to post an update here for a while.

You can try out Make No Wonder (draft version 3) here. Right now, the game works best in Chrome and Safari. Firefox will also work, but the game takes a little while longer to load. I haven’t tested it much in Internet Explorer, but it should work in IE9.

The last time I posted about this project was in July, and I had gotten bogged down for a while with that version of the game. Most of the problems stemmed from the map, which I was unhappy with – the random islands I was generating were not very complex, and were mostly featureless aside from the various resources for the player to collect. I wanted to add some variety to the terrain, but I had been using SVG to generate the islands, which seemed to limit what was possible. I also kept running into random bugs with browser-based SVG, and the Raphaël library I had been using seems to be stuck in development as the creator has been promising version 2.0 for months.

This new version of Make No Wonder uses the HTML5 canvas element. Switching to canvas has solved many problems, while also opening up a lot of options as I continue to develop the game. When I first started working on this project I’d considered using canvas, but was thrown off by the fact that elements drawn on the canvas couldn’t respond to click events or other interactions. I’ve since learned a lot about optimizing the code for this kind of tile-based game, and it turns out that the lack of mouse events for things drawn on the canvas really isn’t a problem. I just keep track of where everything is as part of the data for each tile, instead of using the elements themselves for collision detection.

The biggest change with the current version of the game is that instead of generating an archipelago of distinct islands, the game terrain is generated using a heightmap. This more complex approach to map generation is something I’d been wanting to do from the start, but I couldn’t figure out how to implement a heightmap in JavaScript until I found this excellent blog post from Jason Brown: Terrain Generation with Canvas and JavaScript.

My idea for Make No Wonder has always revolved around distinct ‘island’ areas with their own ecosystems, which are disrupted as the player explores. One interesting problem with this new heightmap terrain is that the landscape is not divided as clearly into different islands. The heightmap nearly always generates islands, but because the terrain is represented by an array of height values rather than distinct island areas, there is no easy way to check which island a given object is on, or if two objects are on the same island. For example, in earlier versions of the game, some islands started out with trees, and some didn’t. If I simply randomly generated trees evenly throughout the heightmap terrain, this effect would be lost. Instead, I randomly distribute a small number of trees, and then have those trees ‘grow’ into little patches of forest as part of the map generation. This means some areas of the map have a lot of trees, while some don’t. The trees also continue to spread during gameplay.

It turns out that not having to keep track of every little object is also a huge benefit of working with canvas. In previous versions of the game, the footprints that appear as the player walks were drawn either as SVG objects or divs, littering the game with hundreds of objects as the player explored. This also meant that all the footprints looked the same. In this new version of the game, the footprints are drawn directly onto the canvas, so they don’t bog down the game with lots of individual objects to keep track of. Footprints now also accurately reflect the direction the player is walking in, and their appearance is randomized slightly, so they look more natural.

Using canvas also made it possible to add the ‘fog’ that obscures areas the player hasn’t explored yet. I’d thought that this would be rather tricky to implement, but it turned out to take about 10 minutes. Of course, I ended up spending another hour resolving a glitch where the canvas globalCompositeOperation mode ‘copy’ didn’t erase the fog properly in Firefox for some reason. In the end, I was able to use the ‘destination-out’ mode to achieve the effect I wanted.

I’m currently working on making the terrain and game elements more varied, including adding different kinds of trees, plants, and animals. I’m also fine-tuning the controls – I’d like to try making it so that you can collect nearby objects using the mouse, and perhaps add mouse-based movement like in my Newfoundland Hex Map Interaction. I also plan to adjust the amount of resources needed to build things, and adjust it so that you can only carry so much wood or stone at a time, as this will encourage the player to create trails as they walk back and forth to gather resources.

I received a Professional Project Grant from the Newfoundland and Labrador Arts Council to work on this project, which has made a huge difference in the amount of time I am able to spend working on it. I’ve very grateful for the support.

Make No Wonder – Bugs and Sprites

My summer game project is coming along well. I’m leaving for a trip to the U.S. this week, and was hoping to post a new draft version before I left, but it looks like it will have to wait until I get back. As you can see from the screenshot above, the game has progressed a little graphically, and I’ve added a number of new types of objects, and the ability to build permanent bridges and walls. I’ve also rewritten a ton of code to make it more efficient. I’m still working with Raphael and SVG, but unfortunately I’ve run into a serious bug that affects scrolling SVG patterns in Safari. Basically, when the window scrolls, Safari does not scroll the SVG fill patterns, which makes the game sprites look completely garbled. I keep running into random bugs like this, which are made even more frustrating by the fact that not many people are using browser-based SVG, so when I do happen across a bug there is little documentation to be found and there is nothing I can do to fix it. To avoid some of these problems I am going to switch to using DOM elements like divs to create some of the sprites, instead of SVG objects. This is the technique I’ve been using for my previous games (Probable System and Favimon). Since I’ve started to use pixel art for some of the game graphics, this makes more sense anyway – the advantage of SVG is that I can easily draw and animate vector shapes, but once I start creating pixel-based artwork, divs with background patterns will work just as well. I’ll still use SVG for things like the islands, which are randomly generated, and stones placed in the water, which are animated as they sink.

Make No Wonder Draft Version 1

  • Make No Wonder (draft version 1) game screenshot
  • Make No Wonder (draft version 1) game screenshot
  • Make No Wonder (draft version 1) game screenshot
  • Make No Wonder (draft version 1) game screenshot
Make No Wonder (draft version 1) game screenshot

Make No Wonder (draft version 1) game screenshot

Make No Wonder (draft version 1) game screenshot

Make No Wonder (draft version 1) game screenshot

Make No Wonder (draft version 1) game screenshot

Make No Wonder (draft version 1) game screenshot

Make No Wonder (draft version 1) game screenshot

Make No Wonder (draft version 1) game screenshot

I’ve been working on a draft design of Make No Wonder, which you can play here. It’s definitely a little rough around the edges at this point, but I’ve resolved a couple of major bugs which were slowing things down. One huge drawback to browser-based game development is that every browser has its own quirks, especially with lesser-used features such as SVG. I’m using the Raphaël library, which is convenient in some ways, but working with both it and jQuery occasionally causes problems.

This draft version demonstrates a few of my ideas for Make No Wonder, including randomly generated islands, collecting objects to increase mobility, and the player leaving a permanent trail behind them. It’s fairly simple for now, but now that I have the basic engine working, I can start to include more complex environments and interactivity. Right now I’m working on adding the mouse-based controls from my Newfoundland Hex Map Interaction to this design.

The screenshots above are from a slightly earlier version of the game where stones were coloured yellow. The islands generated at the moment are fairly simple, and stick to a grid – I need to combine this version with some of the code from my earlier experiments (see my Random Islands post). There are also problems at the moment when the islands generated are bigger than your browser window – try reloading the page to get a new random collection of islands if that happens.

Make No Wonder and Random Islands

  • Random polygon islands 1
  • Random polygon islands 2
  • Random polygon islands 3... one big one.
  • Random polygon islands 4
Random polygon islands 1

Random polygon islands 1

Random polygon islands 2

Random polygon islands 2

Random polygon islands 3... one big one.

Random polygon islands 3... one big one.

Random polygon islands 4

Random polygon islands 4

I found out recently that I have been awarded a Professional Project Grant from the Newfoundland & Labrador Arts Council to work on an interactive digital art project. My proposed project is to create an ecology-themed game artwork, tentatively titled Make No Wonder. I’ve posted a little about it on my Projects page.

This project is a progression from a couple of previous art-game projects, Probable System and Favimon. Probable System is an exploration game that takes place in a typographical world inspired by Canadian experimental poet bpNichol (it can be played online at probable.ca). Favimon lets you collect and battle your websites based on their favicons in a never-ending quest to capture every website, and can be found at favimon.com. In February 2011, Favimon won the Most Original award in the Mozilla Labs Game On 2010 open web gaming contest. I wrote a long blog post about developing Favimon for the Mozilla Labs blog.

Make No Wonder will take place in a virtual archipelago, allowing the player to explore the environment, gather resources, and gradually build bridges, rafts, and other forms of technology. As players explore, their actions and traces permanently affect the ecosystems of the islands, encouraging them to think critically about their choices. The artwork will investigate ecological concepts such as biodiversity, resource management, and invasive species. The game will be coded in HTML, JavaScript and PHP, and will run in a web browser. I have a ton of ideas for things that I want to work into the game, some more challenging than others. I’ll be writing about the project here as I work on it, including posting some code and links to interactive demos.

The images above are from some early sketches for Make No Wonder; I wrote a little script that generates random polygon-based islands on a square grid. I’ve been experimenting with the Raphaël JavaScript library for this project. It’s a great way of working with SVG (vector graphics) in JavaScript, but it’s been a bit finicky trying to get it to play nicely with jQuery, and it slows down considerably when dealing with hundreds of SVG paths, so I may not end up using it for the final project. Still, it’s been handy for quickly prototyping things. I’ve actually done a lot of work since generating the polygon islands above, and have been experimenting with hex grids instead of square tiles. Hexes can be very unintuitive from a coding perspective, but they allow for a less boxy-looking landscape, and movement across hex tiles feels more natural. It probably also helps that I have been playing a lot of hex-based games such as Settlers of Catan and Slay. One inconvenience about hex maps is that movement in six directions doesn’t map nicely to arrow keys, but I want to work with mouse-based interaction for this project anyway, as it will be easier to translate into a touch interface.

I’m really thrilled and honoured to have received the Arts Council grant. I put a lot of work into my application, but wasn’t sure the committee would go for it; the idea of games as artwork is still something that has not gained wide acceptance. I am incredibly grateful to the NLAC for granting me the opportunity to really focus on this project over the summer, and am looking forward to documenting the project here as I go.

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